Sunday, 14 September 2025
The Other OSR: Mythic Bastionland
And yet, check online, such as the DriveThruRPG page for Mythic Bastionland – Before Into the Odd and clear and simple explanations as to what this roleplaying game is and what it is trying to do, can be easily found and understood. The fact that such an explanation—or something similar to it—is not given in Mythic Bastionland is both mystifying and profoundly unhelpful.
So, what then is Mythic Bastionland – Before Into the Odd? Mythic Bastionland is an Arthurian roleplaying game inspired by British folklore, Arthurian legends, and more modern interpretations of both. This includes Hal Foster’s Prince Valiant comic strip, the films Excalibur and The Green Knight, the roleplaying game Pendragon, and the computer game, Elden Ring. It is published by BastionLand Press following a successful Kickstarter campaign and as its title suggests, it is a roleplaying game set sometime in the past of Into the Odd, an Old School Renaissance adjacent microclone of Dickensian horror and industrialisation. This also means that it is also set in the past of Electric Bastionland: Deeper into the Odd, the roleplaying game of incomparable debt and failed careers amidst a very modern and almost incomprehensible city. Mythic Bastionland even suggests ways in which Player Characters from one roleplaying game can go to another as well as several ways in which they are connected, all of which are true, and it even hints that it may not actually be in the past either…
In Mythic Bastionland – Before Into the Odd, the players take the role of Knights, each different and knighted by a different Seer, seeking Glory, exploring a Realm, and confronting Myths, all having sworn the same oath—‘Seek The Myths, Honour The Seers, Protect The Realm’. Theirs is a world of brutal and bloody medievalism, but by gaining Glory, whether through the resolution of Myths, public duelling or jousting, entering tournaments, and fighting battles that history will remember, they will prove themselves worthy of rank, first of taking a seat in Council or at Court, next of ruling a Holding, and then of ruling a Seat of Power. Ultimately, as a Knight-Radiant, a Knight will prove himself worthy of undertaking the final task, fulfilling the City Quest. This will likely bring a campaign to an end as the Knights confront and deal with a series of omens.
A Knight is very simply detailed. He has a type and a rank, three Virtues, Guard, some property, an Ability, and a Passion. The three Virtues are Vigour, Clarity, and Spirit and they range in between in value between seven and eighteen initially, but can never go above nineteen. Guard is a Knight’s ability to avoid Wounds, whilst property is what a Knight owns, an Ability is a talent unique to the Knight, and the Passion is his means of restoring his Spirit. Both Virtues and Guard are rolled for as standard for all knights, but the property, Ability, and Passion are all defined by what type of Knight he is. This can be chosen or rolled for from amongst the seventy-two knightly types that Mythic Bastionland gives. The process is quick and easy.
Sir Wedell
Type: The Salt Knight
Rank: Knight-Errant
Glory 0
VIRTUES
Vigour 12 Clarity 11 Spirit 10
Guard 4
Property: Spined mace (d8 hefty), javelin (d6), coraline mail (A1), Everflask (contains an endless supply of fresh water), Scaled steed (VIG 12, CLA 8, SPI 5, 3GD), dagger (d6), torches, rope, dry rations, camping gear
Ability: Inspire Ire
Passion: Mettle
Knighted by: The Bright Seer
Mechanically, Mythic Bastionland is simple, though more complex than either Into the Odd or Electric Bastionland. To have his Knight undertake an action, a player rolls a Save against the appropriate Virtue. Beyond that, combat adds some complexity. In a turn, a Knight can move and attack—in that strict order, and instead of rolling to attack, a player rolls the damage his Knight will inflict. Combatants can attack the same target and their players roll their dice together. The highest die result counts, while the remaining dice that have rolled four or higher, can be discarded to perform Gambits. These start with ‘Bolster’ to increase the damage inflicted by one, but also enable a combatant to move after the attack, repel a foe, stop a foe from moving, trap an opponent’s shield, dismount a foe, and so on. There are greater Gambits for rolling eight or more. All Knights have access to Feats—‘Smite’, ‘Focus’, and ‘Deny’, which they can use in combat. ‘Smite’ adds an extra, larger die to the combat roll; ‘Focus’ lets a Knight use a Gambit without sacrificing a die; and ‘Deny’ blocks or rebuffs the attack before it lands. All require a Save against a Virtue lest the Knight become fatigued.
Armour worn and shields carried will reduce incoming damage, whilst the ‘Deny’ Feat will enable a Knight to avoid damage all together. A Knight’s Guard is reduced first, and as long it is one or more, a Knight can evade attacks. If his Guard reduced to exactly zero, the Knight gains a scar, but if the damage exceeds a Knight’s Guard, it is deducted from his Vigour and he is Wounded. If a Knight’s Vigour is reduced by half, he is mortally wounded and will die in the hour, but can easily and quickly be given first aid to prevent this. If a Knight’s Vigour is reduced to zero, he is dead. The other Virtues can suffer similar damage, often from Scars, but whilst some are debilitating, other Scars can also increase a Knight’s Guard. The rules for combat also cover unarmed combat, ranged combat, and mounted combat, as well as duels, jousts, shieldwalls, and spearwalls. They scale up quickly to include running warbands, the use of artillery, and handling sieges.
Combat in Mythic Bastionland is thus brutal. However, Knights do have the advantage of having the initiative in combat—unless surprised—and they and their players have the time to plan accordingly. Tactical use of Feats and Gambits will keep a Company of Knights alive longer than if they simply charge into combat.
For the Referee, beyond the basic rules, there is simple guidance on how to set up the game and its scope—how many sessions everyone wants the game to last, goods and trade, descriptions of the people and the realms, and setting up a Realm. This involves creating and populating a hex map, typically a twelve-by-twelve grid, that will mostly consist of wilderness. To this is added four Holdings—castles, walled towns, fortresses, or towers, held by Knights or influential Vassals of the King—one of which is the Realm’s Seat of Power, and six Myth Hexes, each one clearly affected by the presence of their Myth. The details of the various hexes, excluding the Myth Hexes, can be generated using the ‘Spark’ or prompt tables presented later in the book.
In terms of advice, Mythic Bastionland emphasises the ‘Primacy of Action’, that past actions and their consequences supersede content generated by prompts of the Spark Tables (and the bottom of almost all of the pages in the book) and the rules, ensuring that the players and their Knights have enough information to act, and using a simple procedure to determine the outcome of any action. There are also guidelines for improvisation, using prompts, handling luck, and how to end a session. The latter is important because every session should end with a discussion of what the players and their Knights want to do next. This can be to pick up where the current session has ended, but the players can also decide to end the Season or the Age, allowing for months or years to pass or even enough time for a Knight to mature from a young Knight or a mature Knight to become an old knight. There are numerous activities that the Knights can undertake in between—effectively off camera—but the passing of an age forces a player to reroll his Knight’s Virtues and accept the new result, even if lower. The result of which might be that a Knight has learned from his experiences and matured, or he could have been wounded and suffered a debilitating injury or entered his dotage. Further rules cover travel, exploration, and ultimately, dominion and authority. In the case of dominion and authority, a Knight comes to rule a Holding—or even a Seat of Power. At either level, what Knight will be trying to do is maintain and improve his Holding, deal with crises from within his realm, and see to his succession, and also crises from beyond his realm should a Knight hold a Seat of Power. This though is more for long term play than short term play.
All of which runs to sixteen pages. In other words, the rules to Mythic Bastionland are concisely presented in sixteen pages for everything! Which begs the question what exactly does the rest of Mythic Bastionland consist of given that that rules take up three-fortieths of the book? Over two thirds of the book is dedicated to two things. One is the Knights and one is the Myths, equally divided, for a grand total of seventy-two entries each. The Knights are what the players choose from, or ideally, roll for, and they include The True Knight, The Trail Knight, The Story Knight, The Rune Knight, The Mask Knight, and The Silk Knight, and every single one of them is different and interesting and will present a different way of playing a Knight.
The Myths are what the Referee uses to populate the Realm. They include The Wurm, The Tower, The Spider, The Toad, The Hole, and The Rock, and every single one of them will present the players and their Knights with a different challenge. Each is simply presented with simple description, a set of omens that trigger as the Knights discover more signs of the Myth, a set of NPCs, and a table of random details that the Referee can use to detail parts of the Myth. For example, ‘The Wall’ is described as “Cutting through the land, a wonder two storms tall Guarding from invasion, or built to cage us all”. Its Omens begin with, “Crumbling outpost. A band of labourers sharing a meal on their way to begin work repairing the Wall. They think Knights are being sent to stop them.” and will escalate to, “Two giant magpies, stealing shiny things. They nest in the trees that root among the Wall’s oldest stones.” The cast includes stats for Wall Wardens, Brin, Catrona, and Elish, a Wall Knight, the giant magpies, and empowered refugees.
So how then, is Mythic Bastionland actually played and what do the Knights do? Quite simply, they explore the wilderness map that the Referee has created, looking for signs of Myths. When they have found them, the Knights will look for the source, root it out, and resolve it. There is no set way to resolve any of these Myths. Ultimately, whether or not a Myth is resolved comes down to whether or not it remains a threat to the Realm. The typical six Myths of a Realm is enough to support a mini-campaign at least, though more can be added to extend the campaign once one set of six is done, whilst the mix of seventy-two different Knights and seventy-two different Myths means that no two campaigns are going to be alike because whilst the Myths provide the adventures to play, they also give and flavour to a Realm. Once the Referee has set up her Realm, Mythic Bastionland is very definitely designed to be played from the page with a minimum of preparation.
The last part of Mythic Bastionland is devoted to the ‘Oddpocrypha’. This consists of thirty pages of examples of ‘Play’ and ‘Thoughts’ upon those examples of play. From ‘Start & Scope’, ‘Character Creation’, and ‘Teaching the Rules’ to ‘Council & Court’, ‘Crises’, and ‘Delving into Tomorrow’, the ‘Oddpocrypha’ explores and examines numerous examples of the rules and their ramifications. In many ways, actually providing much of the context that the rules section at the start of the book lacks. Consequently, it is a lot easier to read, but there is dichotomy to the writing. Essentially, the ‘Play’ examples are written in one tone and the ‘Thoughts’ on the examples are written in another. So, what you have is the author writing the examples of ‘Play’ and then commenting upon them as if he had not written them in the ‘Thoughts’. It is weird. That said, the examples of ‘Play’ really do help the reader and potential Referee understand the rules and how the game is intended to be played and the thoughts‘Thoughts’ do explore what the designer thinks of his game.
Physically,Mythic Bastionland – Before Into the Odd is a stunning looking book with every Myth and Knight fully illustrated, meaning that there is a profusion of artwork in the very big middle of the book. The tones are primarily earthy greens and oranges with splashes of red, blue, and purple and the whole look of the Knights and Myths section is as if Mythic Bastionland was not a roleplaying game, but a deck of Tarot cards. The layout of the book is tight in places and bar the ‘Oddpocrypha’ at the back of the book, the writing is very concise, the aim being to fit all of the rules for each aspect of the roleplaying game onto a single page each.
It is debateable how Arthurian a roleplaying game Mythic Bastionland – Before Into the Odd is. There is no doubt that it is inspired by Arthurian legend and it certainly lists numerous Arthurian inspirations. In play though, the Knights are not engaging in the Arthurian legend and they are not going on quests such as the Quest of the White Hart or the Quest for the Holy Grail. Instead, they are going on their own quests, perhaps hunting down ‘The Wyvern’ or delving into ‘The Forest’ in search of a lost, but beloved Seer, only to discover darker, primordial secrets. The Knights are questing knights, ultimately if they prove to be glorious enough worthy to undertake the ‘Quest of the City’, but they quest more for their Realm than a mythical figure such as King Arthur and theirs is a world that is more one of bloody brutalism rather than one of romance and chivalry.
Mythic Bastionland – Before Into the Odd is not an introductory roleplaying game. The rules are too concisely written, there is a lack of context to the roleplaying game, and play relies a great deal on improvisation, whether that is working from the prompts from the ‘Spark Tables’ or working the Myths and the Knights’ reactions to those Myths into the world of the Realm. However, armed with some context and Mythic Bastionland begins to hint at its possibilities with simple, clear rules that emphasise the brutality of the world that the Knights live in, before charging the reader and the Referee down with its gloriously fantastical Knights and Myths that demand their stories to be told. Mythic Bastionland – Before Into the Odd is the film Jabberwocky with a seventies Prog Rock soundtrack, built not so much on rules light mechanics, but rules intense mechanics.
Saturday, 13 September 2025
Solitaire: Midnight Melodies
This is the set-up for Midnight Melodies, a solo roleplaying and journaling game in which you play a jazz pianist recruited by the Grim Reaper. It is inspired by Pixar’s Soul and DC Comic’s John Constantine, but this is a roleplaying game which could be inspired by series such as Tru Calling, Dead Like Me, and Johnny Staccato. It is published by Critical Kit Ltd, best known for Be Like A Crow – A Solo RPG and to play the game, a player requires a six-sided die, a twelve-sided die, a journal or notebook, a cool jazz playlist (the book suggests Ambient Soundscapes – Private Eye Moods: Smooth Film Noir Jazz Mix), and a piano. The latter can be an online piano and Midnight Melodies does not require the player to be able to play said piano.
A Player Character in Midnight Melodies has a name, a set of six Actions, unique Talents, and a Blue Note reserve. There are five Actions—Talk, Move, Force, Handle, and Discern—two of which Dominant, meaning that the Player Character is good at them, and one Diminished, which means he struggles with it. Creating a character is fast simple, rolling for a name and deciding which Actions are Dominant and which one is Diminished.
Skylar ‘Mist’ Monroe
Talk+ Move Force– Handle Discern+
Blue Notes 6
Mechanically, Midnight Melodies is simple. The player selects the appropriate Action, rolls a six-sided die, and adds one if the Action is Dominant and deducts one if it is Diminished. The result varies from one and ‘No, and…’ to six and ‘Yes, and…’, with ‘No, but…’ and ‘Yes, but…’ in between. These are clear simple prompts for the player intended to help him interpret and then write about the results of his character’s actions. Each of the Talents in Midnight Melodies is tied to a particular Action and their use involves a standard roll. One element not explored is what happens if the Player Character employs too many of his Blue Notes, which does undermine the threat at the heart of every investigation.
The actual play of Midnight Melodies is about conducting investigations. The Player Characters has an extra gift that will help him when it comes to investigating deaths. Each death leaves a series of Tones that the Player Character can hear and will help him find out what has happened. Each death consists of nine Tones divided into three Chords. Collect all nine Tones and give the Reaper the three Chords before sunrise and the night’s investigation is done. The victim is initially known by his or her name and occupation, but will also later be revealed to have had a secret too. The Tones set a pattern for an investigation and in turn reveal the victim’s identity, the death scene, the first clue, an unexpected twist, signs of the supernatural, hints of something stranger, the discovery of the entity responsible, what their motive was, and an insight into the death.
Midnight Melodies suggests three styles of play for any investigation—‘Freeform’, ‘Challenges’, or ‘Story Beats’. Freeform requires the random selection of six motifs for Drive, Descriptor, Role, Action, Mood, and Theme—for example, ‘Embrace’, ‘Rustic’, ‘Spectator’, ‘Risk’, ‘Melancholic’, and ‘Trust’—which then the player is encouraged to riff from to tell the story of the investigation. ‘Challenges’ makes use of the Action mechanics supported by a set of tables, one each for the five Actions, whilst ‘Story Beats’ is tied to the three Chords and the nine Tones, which actually follow the structure of a detective story, whether on television or not. Ultimately, the Player Character will confront a supernatural entity, such as ‘Vlokkriat’, “A patchwork of various materials—stone, cloth, metal, all moving in a sinuous manner.”, with the Trait of “Can drown victims in its embrace; reflects distorted versions of reality.” and Motivation of “Seeks to balance its own ancient debt, where each death offsets a life it once inadvertently saved.” Midnight Melodies is then a roleplaying game of monster hunting and saving the world against the supernatural.
Once how the victim was killed has been discovered and who or what committed the murder is determined and confronted, the Player Character can communicate the information to the Grim Reaper. This can be simple matter of the player writing down in the journal that his character has done it, but Midnight Melodies includes the pass this on through the motif of the Chords and Tones. The player does this by randomly rolling for the investigation’s nine Tones and playing them on a piano (on or offline). It brings each investigation to a discordant, mournful close as the sun seeps over the horizon and perhaps, gives the Player Character some respite in the normality of daylight… Before another jazz set and another name at the bottom of the tip jar.
Physically, Midnight Melodies is decently presented. It is well written, and the artwork is good too, combining a sense of music and noir in its stark tones.
Midnight Melodies is great for the player who wants to write tell stories of investigation and supernatural horror and it provides some great prompts to do that as its Tones sound and Chords play out. However, it really is only set up for single investigations. The continuation of story elements from one investigation to another is very much left to the player to do and there are tables to create story elements except the investigation itself. There is also no resolution to Midnight Melodies beyond the individual investigations, so now way to know if the Player Character will ever be free of his obligation to Department of Unauthorized Deaths? The only way in which Midnight Melodies ends is when the Player Character has dealt with all twelve Entities and that is not satisfying.
Midnight Melodies is a thematic delight, exploring a classic story and roleplaying game set-up in stylish fashion and giving the player scope to tell good stories. Yet the lack of long-term resolution means that Midnight Melodies feels like a cancelled television series.
Saturday, 2 August 2025
Quick-Start Saturday: Tunnels & Trolls: A New Age
Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
What is it?
Tunnels & Trolls: A New Age – Quickstart Guide is the quick-start for Tunnels & Trolls: A New Age, the latest version of the venerable fantasy roleplaying game first published in 1975 by Flying Buffalo, Inc. It is being published by Rebellion Unplugged, best known as the games arm of Rebellion, the publisher of long running British Science Fiction comic, 2000 AD, but in game terms for republishing the Games Workshop classics, Judge Dredd: The Game of Crime-Fighting in Mega-City One and Block Mania.
It is a thirty-two page, 730 MB full colour PDF.
However, it it does need an edit and the authors need to beg for forgiveness for the use of the word ‘stunting’ as a verb instead of the correct English language phrasing, ‘performing a stunt’.
The use of the word, ‘Knackered’, as a Tag though, is delightfully British, but in no way makes up for the erroneous error of ‘stunting’.
Tunnels & Trolls: A New Age – Quickstart Guide is designed to be played through in a single session, two at the very most. This includes Player Character creation.
What else do you need to play?
The Tunnels & Trolls: A New Age – Quickstart Guide needs a handful of six-sided dice per player plus some tokens to represent Threat.
Who do you play?
The Tunnels & Trolls: A New Age – Quickstart Guide does not come with any pre-generated Player Characters. Instead, rules are provided for the players to create their own.
How is a Player Character defined?
The rules also cover the creation of the Player Character party, which explains why they are all together.
How does combat work?
Combat in the Tunnels & Trolls: A New Age – Quickstart Guide starts with initiative, with Player Characters who succeed on the roll going before the monsters, and those who fail, after. A Player Character can perform one action per round, either a ‘Strike’, ‘Shoot’, ‘Spell’, or ‘Stunt’ action. A Stunt can be physical or verbal, and could be swinging on a chandelier to get across a room, taunting a villain, or diving into a pool of water to avoid a blast of magical fire. A Stunt can modify another action or an action in its own right. Most monsters will perform the ‘Strike’ action, whilst enemies or monsters with the ‘Elite’ tag are likely to have more options. The round ends when everyone has acted. If the Player Characters decide to keep going, they can each either gain a point of Stamina or a point of Luck. If they decide on the latter, they also gain a point of Threat, up to a maximum of three. If the monsters decide to keep going, they can trigger their escalation abilities, which might be special abilities, call for reinforcements, and so on.
Both sides will also add extra dice equal to their opponents’ Threat to the dice they roll. In addition, enemies will tend to target opponents who have higher Threat.
Magic in the Tunnels & Trolls: A New Age – Quickstart Guide is primarily gained from the Path of Wizardry selected during Player Character creation. A Player Character on the Path of Wizardry begins play with the ‘Wellspring’ Talent that enables him to regain or increase mana by spending Luck. His bonus talent will either be ‘Hexology’ or ‘Weaving’. The latter provides the Mending spell, whilst the latter gives Blasting Hex. Mending is actually a healing spell, restoring Stamina equal to the number of hits rolled. Blasting Hex is a damage spell, requiring an Intelligence roll versus an enemy’s Monster Rating. Damage inflicted ignores armour and the spell requires the caster to yell out something like, “Take That You Fiend!” in a nod to classic Tunnels & Trolls spell of the same name. All spells cost Mana to cast, with each point cast also increasing the number of dice a player rolls.
What do you play?
No. The Tunnels & Trolls: A New Age – Quickstart Guide has everything the Game Master and her players will need to play. However, the scenario is very much an introduction at only two scenes long and thus provides only a limited play experience.
Is it easy to prepare?
Unfortunately, the Tunnels & Trolls: A New Age – Quickstart Guide is not as easy to prepare as it could have been as it is quite detailed and there is a lot to go through, including character generation, before play can begin. There is a greater number of factors—Luck, Mana, Tags, and so on—for the Game Master and her players to keep track off during play as well. Players of previous versions of Tunnels & Trolls will find a much changed game, although there elements present from those previous editions. The roleplaying game is also not as fast playing as those previous editions, but does offer more options in terms of what the Player Characters can do.
Is it worth it?
Yes—for the most part. The Tunnels & Trolls: A New Age – Quickstart Guide presents a solid introduction to the rules, including combat, character generation, and interaction. It is also supported by examples of both play and combat and there is advice for the Game Master. However, the included adventure, ‘Trouble Brewing’, is short and will only provide a limited play experience.
Friday, 1 August 2025
The Other OSR: Get It At Sutler’s
For example, a roll for ‘Heaving Wall of Flesh’ might be “A live-catch tank leaked overnight, and the stain looks like the gaping face of St Mungo. People looking for his blessings are queuing along every isle, mixed in with innocent fish buyers. Tensions flare.” whilst a roll for ‘Stock Control’ a day might involve, “The Society of Porters and Basin Fillers is on strike, meaning you must collect your own fish from the back warehouses. You may TEST YOUR LUCK or else get lost and trapped in the store overnight. Beware the Nightmanager.”
Sunday, 27 July 2025
Operative Disorientation
This is not the subject of SLA Industries, the flagship roleplaying game from Nightfall Games, but of SLA Borg, a wholly idiotic interpretation of the setting of the World of Progress—in more senses than one—that requires an entirely different and more brutally blunt game system. That game system is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. What this means is that SLA Borg brings the World of Progress to the Old School Renaissance, though not SLA Industries since the approach to playing both roleplaying games varies widely. Funded via a successful Kickstarter campaign, SLA Borg includes the full rules for creating very disposable anti- or non-‘heroes’, handling actions and combat, a bestiary of foes that are going to be really annoyed if the fuckwits bother them, and the means to facilitate the Broken Biscuits’ probable screwups.
SLA Borg takes the setting deep into Downtown, the home of the Broken Biscuits, the civilian housemates—so think The Young Ones believing themselves to be members of the SPG—who think they are an Operative squad. This is because in the weird architecture of their sector, the housemates have been affected by The Dream, the virulent infection that decays reality. Under the effect of The Dream and the massive influence of drugs—lots of drugs—and alcohol, the Broken Biscuits think they are doing good and daily visit the sector house to collect assignments known as BPNs or ‘Blue Print News’ files from Mr. Slayer in person. Except what is actually happening is that they scrounging ‘BPMs’ or ‘Bus Pass Missions’ off the floor under the eye of a large, black and white cat, which surprisingly looks like Mr. Slayer, and is thus therefore known as Mister Slayurrr. Then they go out, attempt to complete the BPM and so help the local community be a better place, when in actuality, the local community collectively the Broken Biscuits are useless wankers. And if they get hurt, then they can get to Mike’s Kebabs, where they can scarf down donar kebabs consisting of surprisingly aromatic meat of dubious origin doused in sauce so hot they will be glad they keep their toilet rolls in the fridge. All because the kebabs of Mike’s Kebabs are renowned for their healing properties.
Rather than creating a Biscuit from scratch, a player selects one of the housemates out of the eight included, such as Digglet, a dayglo pink Manchine who thinks he is Digger, the meanest Manchine ever; Toothy Grin, either a giant rat or someone in a giant rat suit, who thinks he is both a mascot for Big Smile Burgers and a giant rat; and Klick’s End Kenny, a glue-sniffing, cider swigging lout. Then he rolls for his Knucklehead Origin, like Asylum Escapee, Plain Ass Scuzz, and Sloppy Drunk Bum, and his Speciality, like Knives Everywhere—really everywhere, Idiot Savant, and Quest Giver, who is really good at scouring the bus terminal floor for BPMs. The Biscuit is then put through a very simple lifepath system which determines adjustments to the stats—Agility, Knowledge, Presence, Strength, and Toughness, and rolls to see if they are actually alien. If they are, they are probably either deluded—actually, more deluded—or faking it.
Mechanically, SLA Borg is quite simple. Actions and attacks require a roll of a twenty-sided die to beat a Difficulty Rating, from incredibly simple or six, all the way up to should not be possible or eighteen, with twelve being normal. Stat ratings are added as necessary. Combat typically requires a roll against a Difficulty Rating of twelve and the combat rules do cover the use of firearms as well as melee weapons. This includes simple rules for handling ammunition. Rolls of twenty are critical and rolls of one are fumbles. The mechanics are player facing, so that a player will roll for his Biscuit to attack and then roll for his Biscuit to avoid being attacked.
So what do you play in SLA Borg? It includes ideas for BPMs of all types—Mauve, Pink, Starch, Bleu, Lemon, Brown, and because Nightfall Games is a Scottish publisher, Tartan and Paisley. There are almost all sixty or so ideas contained in the BPM section. They vary in detail, a few being ready to play, most requiring some degree of preparation. There is a bestiary too and details of various drugs and alcoholic drinks. Despite this, SLA Borg is not really suited to long term play. After all, there is no means of improving a Biscuit, no means of moving up or getting out...
Sunday, 20 July 2025
Year 1873
The American frontier of 1873 is the setting for Tales of the Old West. Funded via a Kickstarter campaign and published by Effekt, this is a roleplaying game which returns to old genre, that of ‘Cowboys & Indians’, combining a mature approach to both the subject matter and the history with the application of the Year Zero engine. This means that it uses the same mechanics first seen in Mutant: Year Zero – Roleplaying at the End of Days, the Alien: The Roleplaying Game, and Vaesen – Nordic Horror Roleplaying, all roleplaying games published by Free League Publishing. It also means that it has a familiar mechanical structure and design. It uses six-sided dice—here of two colours, one for Trouble dice and the other for standard dice—with the aim being to roll a single six as a success. Each Player Character has an Archetype, an Age which determines the points to be assigned to the four Attributes and Abilities, which is what Tales of the Old West calls skills (a younger Player Character have higher Attributes and lower Abilities, older have lower Attributes and higher Abilities), one or more Talents derived from the Archetype (there are other generic Talents available when a Player Character gains experience), a Faith or belief that sums up their outlook on life, a Dream which will drive the Player Character to act, and together with other Player Characters, a town or settlement where they live and which they try to improve. Each Player Character will also have Relationships with his fellow Player Characters, one of whom he will regard as his Pardner. Talents, Relationships, and Faiths are all suggested by the Archetypes. Then, Tales of the Old West has a set of community rules which first see the Player Characters invest in a business and then in the long term, are used track the growth and prosperity of the town or settlement where the Player Characters live. As the seasons pass, the town provides hooks and opportunities for adventure and roleplaying and can be used to drive the ongoing campaign forward.
Sunday, 13 July 2025
Ecology & Exploration
This is the set-up to Mappa Mundi – An Exploration + Ecology RPG, a collaborative storytelling roleplaying game of exploration, discovery, and ecological change. Published by Three Sails Studios following a successful Kickstarter campaign, this is a roleplaying game with a firm emphasis on world building through play and a firm emphasis on non-violence to the extent that the roleplaying game does not actually have a combat system! Instead, the Chroniclers—as the Player Characters are known—having sworn an oath to ‘Do No Harm’, will explore new regions of the world, encounter new peoples, discover Monsters and Creatures, and interact with them, whilst their players are encouraged to ‘Shape’ the world around their Chroniclers, describing and adding detail to what they see, building upon what has been described before. The roleplaying game uses a deck of cards called the Journey Deck to create the story and the challenges the Chroniclers will need to overcome, all before coming face-to-face with the Monster or Creature they want to study and learn about. What they will not do, though, is discover what the Flux was—and perhaps still is—as that is not the point of the roleplaying game and the roleplaying game goes out of its way to not define it.
As a Chronicler, a Player Character will receive a Licence from the Mappa Mundi Institute, representing the training he has received. This is either Archivist, who specialises in recording folklore and separating it from the truth about Monsters and Creatures, and surveying new lands; Diviner, linked to Fate, who reads the signs in everything around him and the cards he draws and bones he rolls; Fixer, good at recognising social cues in both people and Monsters and Creatures, but also capable of jury-rigging tools, traps, and other helpful devices; and Guardian, who defends people from Monsters and Creatures, Monsters and Creatures from people, and also serves as a tracker and guide. A Chronicler has general Training in four Abilities— Traversal, Observation, Deduction, and Exploration—represented by ‘Bones’ or dice, the higher the better or more capable a Chronicler is. Mappa Mundi maps the Bone or die size to age and experience, the ‘Fate Bone’ or two-sided die represents childhood, the ‘Growth Bone’ or four-sided die represents young adulthood, the ‘Travel Bone’ or four-sided die represents the freedom of adulthood, the ‘Life Bone’ or eight-sided die represents experience and maturity, and the ‘Scholar’s Bone’ or twelve-sided die represents mastery and wisdom, but also deception. A Chronicler’s Licence determines where two of his Trainings are assigned, representing a strength and weakness, as well as the first Skills from the Licence’s Skill paths and then gives choices in terms of Interactions, how the Chronicler approaches the world.
In terms of development, all four Chronicler Licences can improve their Bones and possess extensive Skill trees that will see them be recognised for their Specialisations. For example, the Diviner can be recognised as a Cartomancer, Ossimancer, or an Augur, whilst a Guardian can be recognised as a Warden, Survivalist, or Trapper. It is also possible for a Chronicler to learn Skills from a Licence other than their own, and when a Chronicler gains two Specialisations or more, he will receive Endorsements. In general, it is faster to learn from failure than success.
Edmund
Licence: Archivist
ABILITIES
Traversal d4 Observation d6 Deduction d6 Exploration d4
SKILLS
Observation: Behaviourist, Politics
Deduction: Folk Tradition
Exploration: Geography
INTERACTIONS
Diagnose, Study, Study
Mechanically, Mappa Mundi is quite simple. Whenever the Narrator asks a player to make an Ability Check for his Chronicler, the player rolls the die appropriate to the Ability. If the roll is equal to or higher than the Target, the Chronicler succeeds. A player can choose to substitute an Ability with a Skill and if the Narrator agrees—and she does not have to—then she can allow the Chronicler to automatically succeed or the Target for the Ability roll be reduced. One oddity here is that Mappa Mundi does not list set Target values, which initially is going to leave the Narrator and players at a loss. However, Mappa Mundi does, a few pages later, explain that mechanically, Mappa Mundi is intended to be adaptive and proportional. The difficult Target value for each of the four Abilities is determined by the average of the dice values assigned to each Ability for all Chroniclers and then values are set above and below for more or less challenging Targets. For a group of beginning Chroniclers, the average would be five, so the challenging Target would be six, an impossible Target set at eight, a standard Target at four, and an easy Target at two. The actual difficulty of a task depends on the context and some tasks will remain challenging no matter what the Chroniclers do.
In addition, a Chronicler can earn Fate Points for good play and good roleplaying. These can be spent on Fate Checks, with more challenging situations requiring more than one Fate Point. A Fate Check requires both the expenditure of Fate Points and the roll of the Fate Die, so even if the Chronicler has the Fate Points and his player wants to use them, success is not guaranteed. Lastly, Fate Points can be saved and used to unlock new Interactions.
Lastly, although Mappa Mundi does not have a combat system and a Chronicler cannot die, he can still be hurt, whether that is from getting into a fight or getting too close to a Monster. In which case, he suffers one of four conditions—Minor, Major, Unconscious, or Transformative. Each of these will affect the Chronicler in some fashion, making it more difficult for him to succeed until he either recovers or adapts.
Whether played as a one-shot or a campaign—and it really is designed for long term play, The Mappa Mundi – An Exploration + Ecology RPG is played in three phases. These are the Research, Journey, and Encounter phases. During the Research phase, the Chroniclers will investigate a region, interact with its inhabitants, and learn about what they know about the region’s Monsters and Creatures. In the Journey phase, the Chroniclers will strike out into the wilderness in search of where the Monster or Creature they are looking for is located, and then, in the Encounter phase, they will confront the Monster or Creature. This is not to defeat it or tame it, perhaps as you would in another roleplaying game, but instead to observe it, learn about it, and discover its Behaviours. This requires the use of the Journey Deck. This consists of seventy-one Tarot deck-sized cards. These depict terrain such as a Summit, Stream, and Tor, and Monsters and Creatures such as the Afrit, Tiamat, and Shoroon Khutgagh. As well as being presented in full colour, each has a name at the top whose orientation in play will affect the challenges that the Chroniclers will face and work to overcome.
Prior to the start of play, the Narrator sets up the Journey Deck for the trip the Chroniclers want to make and the Creature or Monster that they want to encounter and learn about. This does not use all of the cards from the Journey Deck, but only the one representing the Creature or Monster and those that represent the terrain that the Chroniclers will traverse. This Monster or Creature and this terrain can be one of the Narrator’s own creation, or the Narrator can set it up based on the regions, Monsters, and Creatures detailed in Mappa Mundi. In response to the Chroniclers actions during the Research phase, the Narrator constructs the deck for the Journey phase. When added to this deck, a card can be placed ‘Rightwise’ or ‘Inverted’. ‘Rightwise’ if the Chroniclers encounter an NPC or learn a true fact during the Research phase, but ‘Inverted’ if they fail to find information, annoy an NPC, or so. During the Journey phase, reaching a location whose card is ‘Rightwise’ means that the travel is easier and more pleasant, and in game terms, the players have scope to ‘Shape’ the environment and narrative around their Chroniclers. Conversely, an ‘Inverted’ terrain card represents a challenge that the Chroniclers must overcome, but if they do, then they have the opportunity to again to ‘Shape’.
In the Encounter phase, the Chroniclers will come face-to-face with the Monster or Creature. Each Monster or Creature is defined by its Behaviours—eight for the Monster and four for the Creature—that are linked to and can be revealed by the Chroniclers’ Interactions, and Threads, which can either be Intact, Frayed, or Severed. These Threads require the Chroniclers to carefully handle them, and they can change according to the Chroniclers’ actions. Fail an Ability check and a Thread can go from Intact to Frayed and from Frayed to Severed, but where a Frayed Thread can be repaired to Intact, a Severed Thread cannot be repaired. Success means that a Chronicler can ultimately learn about a Behaviour and his player ‘Shape’ how it manifests. Overall success means learning about a Creature or Monster as much as the Chroniclers can and returning to the nearest Mappa Mundi Institute to share.
A Narrator is free to create her own regions and Monsters and Creatures, but almost two thirds of Mappa Mundi – An Exploration + Ecology RPG is dedicated to ten regional guides and Monster and Creature descriptions found across Ecumene. These provide geographies, histories, cultures, and bestiaries to explore, examine, and enter into the records, backed up with ‘Tales of Interest’ that provide rumours and hooks that the Narrator can use to draw the players and Chroniclers in to investigate further. Every region’s bestiary includes three Monsters and a list of the more mundane Creatures complete Threads, Interaction, and ‘Shaping’ inspirations that the players can draw from to ‘Shape’ their Chroniclers’ interactions with them. Each Region is prefaced by a map that the Narrator can also draw from for inspiration in terms of the Terrain cards that she will use from the Journey Deck.
For the Narrator, there is advice and suggestions, not just on running the game, but also its tone and its key principles, to create a living world that will react to the actions of the Chroniclers. There is advice too on the Narrator creating her own Monsters and Creatures beyond those given in the book, and also a ‘Frequently Asked Questions’ which addresses some of the enquiries already raised by Narrators.
Where Mappa Mundi underwhelms is in terms of its reader friendliness and accessibility. For example, there is no mention of the use of the cards to drive a story until the Narrator’s section and the explanation of how Target difficulties are rolled by the player and how Target difficulties are rolled by the Narrator are separate. Similarly, there are terms mentioned, such as various aspects of a Chronicler, that the reader is left to wonder at until several pages later. Consequently, there is a slight sense of disconnection in reading the book. Some of this could have been addressed with the inclusion of an index or even just a glossary. Further, whilst the use of the cards to set-up a story through its three phases is far from poorly explained, an example of play, from set-up to the three phases, would have eased the reader into what the designers intended. To be clear, none of these problems are insurmountable or impede play, they just mean that Mappa Mundi is just slightly harder to learn to play and harder to teach to play.
Physically, Mappa Mundi – An Exploration + Ecology RPG comes in a sturdy box that also contains the cards of the Journey Deck. The art and cartography of the book and the art of the Journey Deck are lovely, the Monsters in particular, portraying new Monsters as well as new interpretations of old ones. The book itself is engagingly written, especially in the colour text. However, there are sections of italicised text after italicised text which is awkward on the eye.
Mappa Mundi – An Exploration + Ecology RPG is a storytelling game and so offers a different style of play in comparison to traditional roleplaying games. Its lack of combat rules in particular, force the players and Chroniclers to roleplay and interact with the world in a different way, searching for signs of recovery from the Flux and finding out what has changed and what has stayed the same, and sharing what they have learned. This will require some adjustment for players and Narrators more used to the traditional style of roleplaying games, whilst those with experience with storytelling games will require far less adjustment, if any. The lack of fuller explanations and examples of play is likely to mean that the roleplaying game is better suited to be run by a Narrator who has some experience of running storytelling games. Nevertheless, the absence of combat rules and the ecological theme, very much mark Mappa Mundi out as a non-traditional roleplaying game and may open it up to a different audience. Overall, Mappa Mundi – An Exploration + Ecology RPG is a beautiful game about hope, discovery, and telling the story of the world around the Chroniclers.